|
|
|
@ -259,16 +259,10 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
|
|
|
|
|
static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
|
|
|
|
|
const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
|
|
|
|
|
GLuint read_fb_handle, GLuint draw_fb_handle) {
|
|
|
|
|
OpenGLState state = OpenGLState::GetCurState();
|
|
|
|
|
|
|
|
|
|
OpenGLState prev_state = state;
|
|
|
|
|
OpenGLState prev_state = OpenGLState::GetCurState();
|
|
|
|
|
SCOPE_EXIT({ prev_state.Apply(); });
|
|
|
|
|
|
|
|
|
|
// Make sure textures aren't bound to texture units, since going to bind them to framebuffer
|
|
|
|
|
// components
|
|
|
|
|
state.ResetTexture(src_tex);
|
|
|
|
|
state.ResetTexture(dst_tex);
|
|
|
|
|
|
|
|
|
|
OpenGLState state;
|
|
|
|
|
state.draw.read_framebuffer = read_fb_handle;
|
|
|
|
|
state.draw.draw_framebuffer = draw_fb_handle;
|
|
|
|
|
state.Apply();
|
|
|
|
@ -318,13 +312,10 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
|
|
|
|
|
|
|
|
|
|
static bool FillSurface(const Surface& surface, const u8* fill_data,
|
|
|
|
|
const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) {
|
|
|
|
|
OpenGLState state = OpenGLState::GetCurState();
|
|
|
|
|
|
|
|
|
|
OpenGLState prev_state = state;
|
|
|
|
|
OpenGLState prev_state = OpenGLState::GetCurState();
|
|
|
|
|
SCOPE_EXIT({ prev_state.Apply(); });
|
|
|
|
|
|
|
|
|
|
state.ResetTexture(surface->texture.handle);
|
|
|
|
|
|
|
|
|
|
OpenGLState state;
|
|
|
|
|
state.scissor.enabled = true;
|
|
|
|
|
state.scissor.x = static_cast<GLint>(fill_rect.left);
|
|
|
|
|
state.scissor.y = static_cast<GLint>(fill_rect.bottom);
|
|
|
|
@ -1310,11 +1301,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
|
|
|
|
|
|
|
|
|
|
u32 scaled_size = cube.res_scale * config.width;
|
|
|
|
|
|
|
|
|
|
OpenGLState state = OpenGLState::GetCurState();
|
|
|
|
|
|
|
|
|
|
OpenGLState prev_state = state;
|
|
|
|
|
OpenGLState prev_state = OpenGLState::GetCurState();
|
|
|
|
|
SCOPE_EXIT({ prev_state.Apply(); });
|
|
|
|
|
|
|
|
|
|
OpenGLState state;
|
|
|
|
|
state.draw.read_framebuffer = read_framebuffer.handle;
|
|
|
|
|
state.draw.draw_framebuffer = draw_framebuffer.handle;
|
|
|
|
|
state.ResetTexture(cube.texture.handle);
|
|
|
|
|